Property::Map quadVertexFormat;
quadVertexFormat["aPosition"] = Property::VECTOR2;
- PropertyBuffer quadVertices = PropertyBuffer::New( quadVertexFormat, 4 );
- quadVertices.SetData(quadVertexData);
+ PropertyBuffer quadVertices = PropertyBuffer::New( quadVertexFormat );
+ quadVertices.SetData( quadVertexData, 4 );
// Create the geometry object
Geometry geometry = Geometry::New();
void CubeTransitionEffect::OnStageConnection( int depth )
{
+ Control::OnStageConnection( depth );
+
Geometry geometry = CreateQuadGeometry();
Shader shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
}
mTargetRenderer.Reset();
}
+
+ Control::OnStageDisconnection();
}
void CubeTransitionEffect::SetTransitionDuration( float duration )